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What's not going to cost discipline points for the Monk to do now?
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<blockquote data-quote="strawbellebelle" data-source="post: 9169861" data-attributes="member: 7043248"><p>The difference is that the Sorcerer's resource (spell slots) are more impactful per use, and thus are meant to be used more sparingly than short-rest resources.</p><p></p><p>But again, it highlights that certain players simply don't want the "inconvenience" of rests when it comes to <em>other</em> players' resources.</p><p></p><p></p><p><strong>There is zero correlation between a span of in-game time and the real-life time it takes to play out said time.</strong></p><p></p><p>You can in fact play out a one-week long rest in the exact same span of time it takes for an eight-hour long rest. It does not require even a single additional session. Each individual day, hour, <em>minute</em> of rest does not need to be role-played by the players. There is no need for the players to act out or plot out additional interactions over that seven-day period.</p><p></p><p></p><p>A band of adventurers have set forth in search of a bandit camp. After a few scrapes with vicious wildlife, they take some time to rest, gather their bearings, check their maps to ensure they're on the right path, and have a lunch break.</p><p></p><p>The heroes are traversing a mountain path, encountering creatures and obstacles that challenge their wits and stamina. Upon reaching a secluded plateau, the heroes decide to bandage their wounds from slips and falls, rest to restore their strength, check their gear for damage, and have a lunch break.</p><p></p><p>After travelling to a city where the evil wizard has made his base, the adventurers check into a local tavern. Though they have no plan to stay the night, they spend an hour to cavort with the locals, play music for coin, learn more about the city and its secrets, and have a lunch break.</p><p></p><p>The "narrative" is whatever the DM dictates. And there are plenty of narrative reasons why the party might take a break from their travels, as well as the simple logic of yanno, <em>having lunch</em>. There is no inherent narrative "dissonance" from the idea that travelling adventurers or heroes having dealt with foes might stop to take a rest and recuperate. There is no innate time pressure to the game, and it is the DM's choice to impose an atmosphere of "the evil wizard might complete his ritual <em>any minute now</em>!" that might interrupt a short rest.</p><p></p><p>Because here's the trick: the short rest isn't simply "I got banged up, let's rest" or "I blew all my pact slots, time to rest!" The short rest is <em>part of the narrative</em>. The short rest is the heroes resting up before they delve into the dungeon they've been travelling to, or infiltrate the keep they've marched upon. The short rest is the respite between waves of attackers during a siege. The short rest is when plans are discussed, character moments can happen, foreshadowing can occur as the characters pay attention to their surroundings.</p><p></p><p>Or yanno, the short rest is the heroes having lunch. People do tend to eat.</p></blockquote><p></p>
[QUOTE="strawbellebelle, post: 9169861, member: 7043248"] The difference is that the Sorcerer's resource (spell slots) are more impactful per use, and thus are meant to be used more sparingly than short-rest resources. But again, it highlights that certain players simply don't want the "inconvenience" of rests when it comes to [I]other[/I] players' resources. [B]There is zero correlation between a span of in-game time and the real-life time it takes to play out said time.[/B] You can in fact play out a one-week long rest in the exact same span of time it takes for an eight-hour long rest. It does not require even a single additional session. Each individual day, hour, [I]minute[/I] of rest does not need to be role-played by the players. There is no need for the players to act out or plot out additional interactions over that seven-day period. A band of adventurers have set forth in search of a bandit camp. After a few scrapes with vicious wildlife, they take some time to rest, gather their bearings, check their maps to ensure they're on the right path, and have a lunch break. The heroes are traversing a mountain path, encountering creatures and obstacles that challenge their wits and stamina. Upon reaching a secluded plateau, the heroes decide to bandage their wounds from slips and falls, rest to restore their strength, check their gear for damage, and have a lunch break. After travelling to a city where the evil wizard has made his base, the adventurers check into a local tavern. Though they have no plan to stay the night, they spend an hour to cavort with the locals, play music for coin, learn more about the city and its secrets, and have a lunch break. The "narrative" is whatever the DM dictates. And there are plenty of narrative reasons why the party might take a break from their travels, as well as the simple logic of yanno, [I]having lunch[/I]. There is no inherent narrative "dissonance" from the idea that travelling adventurers or heroes having dealt with foes might stop to take a rest and recuperate. There is no innate time pressure to the game, and it is the DM's choice to impose an atmosphere of "the evil wizard might complete his ritual [I]any minute now[/I]!" that might interrupt a short rest. Because here's the trick: the short rest isn't simply "I got banged up, let's rest" or "I blew all my pact slots, time to rest!" The short rest is [I]part of the narrative[/I]. The short rest is the heroes resting up before they delve into the dungeon they've been travelling to, or infiltrate the keep they've marched upon. The short rest is the respite between waves of attackers during a siege. The short rest is when plans are discussed, character moments can happen, foreshadowing can occur as the characters pay attention to their surroundings. Or yanno, the short rest is the heroes having lunch. People do tend to eat. [/QUOTE]
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What's not going to cost discipline points for the Monk to do now?
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